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Session 4 — the grave fight

Emil’s grave on the headland, at night · only if the party go to Isa or the grave

At a glance

Who
Quiet Jory, Sai’s knife (×1). Hired labourers who run. Isa Varga, fighting on the party’s side. Four characters at 4th level.
How long
~30 minutes. The seal sets the pace: three rounds.
How it ends
Jory leaves with the sealed cask, flees, or falls.
The one rule
An empty cask sits on Emil’s open coffin, drawing his soul in. It seals at the end of round 3 unless someone knocks it off the coffin.

This page holds the grave fight’s numbers. The session 4 sheet links here. No read-alouds are written yet.


The roster

Jory Vance, called Quiet Jory

Quiet Jory, Sai’s knife

Reskin of the Assassin (MM) · Medium humanoid (human), any non-good alignment · no house tweaks

Armor Class15 (studded leather) Hit Points78 (12d8 + 24) Speed30 ft CR8 (3,900 XP)
Str11 (+0)
Dex16 (+3)
Con14 (+2)
Int13 (+1)
Wis11 (+0)
Cha10 (+0)

Saving Throws Dex +6, Int +4 · Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 · Damage Resistances poison · Senses passive Perception 13

Assassinate. During his first turn, advantage on attack rolls against any creature that hasn’t taken a turn. Any hit against a surprised creature is a critical hit.

Evasion. On a Dexterity save for half damage, no damage on a success and half on a failure.

Sneak Attack (1/Turn). An extra 13 (4d6) damage when he hits with advantage, or when the target is within 5 ft of an ally of his that isn’t incapacitated and he doesn’t have disadvantage.

Actions

Multiattack. Two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage, and a DC 15 Constitution save, taking 24 (7d6) poison damage on a failure or half on a success.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft, one target. Hit: 7 (1d8 + 3) piercing damage, and the same DC 15 Constitution save against 24 (7d6) poison.

Isa Varga

The labourers

Hired men with shovels and a lantern. They run when the fight starts and are not in it.

The cask on the coffin

Scaling

The written roster: 3,900 XP × 1 for one creature = 3,900 adjusted. Deadly for four at 4th is 2,000, so this is 195% of Deadly, and Deadly under both the DMG and Improved Initiative. He deals about 40 a round to one target, enough to drop a 4th-level character in a round, against a party pool of 156. His pool is 78 and he leaves at 39.

One more character: 3,900 against a Deadly of 2,500 is 156%. Add one Thug to hold the line: 4,000 × 1.5 = 6,000 (240%).

The ceiling: if Emil is sealed and let out as a specter, it is 4,100 × 1.5 = 6,150 (307%). Isa is the real ceiling: she dies to one hit.


Environment

Environment prompt

Generate an image that is a D&D battle map in 16-bit pixel art, in the style of Chrono Trigger. A wide, zoomed-out overhead view of a large grassy headland above the sea at night. A single small gravestone beside an open grave near the center, a heap of dug earth, scattered rocks and low bushes, a cliff edge and dark water along one side. The grave and stone are small; open grass fills most of the map. No people. No grid lines, no text.


How it ends — on the åsan that stays

The fight is over the cask, not the body.